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- All Subjects: Signal Processing
- All Subjects: Digital Health
- Creators: Electrical Engineering Program
- Creators: Beaman, Abigail Marie
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
- Resource Type: Text
Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new cases yearly. Certain types of HPV have been significantly associated with cervical, vaginal, and vulvar cancers in women; penile cancers in men; and oropharyngeal and anal cancers in both men and women. Despite HPV vaccination being one of the most effective methods in preventing HPV-associated cancers, vaccination rates remain suboptimal in adolescents. Game-based intervention, a novel medium that is popular with adolescents, has been shown to be effective in promoting health behaviors. <br/>Methods: Sample/Sampling. We used purposeful sampling to recruit eight adolescent-parent dyads (N = 16) which represented both sexes (4 boys, 4 girls) and different racial/ethnic groups (White, Black, Latino, Asian American) in the United States. The inclusion criteria for the dyads were: (1) a child aged 11-14 years and his/her parent, and (2) ability to speak, read, write, and understand English. Procedure. After eligible families consented to their participation, semi-structured interviews (each 60-90 minutes long) were conducted with each adolescent-parent dyad in a quiet and private room. Each dyad received $50 to acknowledge their time and effort. Measure. The interview questions consisted of two parts: (a) those related to game design, functioning, and feasibility of implementation; (b) those related to theoretical constructs of the Health Belief Model (HBM) and the Theory of Planned Behavior (TPB). Data analysis. The interviews were audio-recorded with permission and manually transcribed into textual data. Two researchers confirmed the verbatim transcription. We use pre-developed codes to identify each participant’s responses and organize data and develop themes based on the HBM and TPB constructs. After the analysis was completed, three researchers in the team reviewed the results and discussed the discrepancies until a consensus is reached.<br/>Results: The findings suggested that the most common motivating factors for adolescents’ HPV vaccination were its effectiveness, benefits, convenience, affordable cost, reminders via text, and recommendation by a health care provider. Regarding the content included in the HPV game, participants suggested including information about who and when should receive the vaccine, what is HPV and the vaccination, what are the consequences if infected, the side effects of the vaccine, and where to receive the vaccine. The preferred game design elements were: 15 minutes long, stories about fighting or action, option to choose characters/avatars, motivating factors (i.e., rewards such as allowing users to advance levels and receive coins when correctly answering questions), use of a portable electronic device (e.g., tablet) to deliver the education. Participants were open to multiplayer function which assists in a facilitated conversation about HPV and the HPV vaccine. Overall, the participants concluded enthusiasm for an interactive yet engaging game-based intervention to learn about the HPV vaccine with the goal to increase HPV vaccination in adolescents. <br/>Implications: Tailored educational games have the potential to decrease the stigma of HPV and HPV vaccination, increasing communication between the adolescent, parent, and healthcare provider, as well as increase the overall HPV vaccination rate.
This Honors Thesis is a continuation of Prof. Lauren Hayes’s and Dr. Xin Luo’s research initiative, Haptic Electronic Audio Research into Musical Experience (HEAR-ME), which investigates how to enhance the musical listening experience for CI users using a wearable haptic system. The goals of this Honors Thesis are to adapt Prof. Hayes’s system code from the Max visual programming language into the C++ object-oriented programming language and to study the results of the developed C++ codes. This adaptation allows the system to operate in real-time and independently of a computer.
Towards these goals, two signal processing algorithms were developed and programmed in C++. The first algorithm is a thresholding method, which outputs a pulse of a predefined width when the input signal falls below some threshold in amplitude. The second algorithm is a root-mean-square (RMS) method, which outputs a pulse-width modulation signal with a fixed period and with a duty cycle dependent on the RMS of the input signal. The thresholding method was found to work best with speech, and the RMS method was found to work best with music. Future work entails the design of adaptive signal processing algorithms to allow the system to work more effectively on speech in a noisy environment and to emphasize a variety of elements in music.
The idea for this thesis emerged from my senior design capstone project, A Wearable Threat Awareness System. A TFmini-S LiDAR sensor is used as one component of this system; the functionality of and signal processing behind this type of sensor are elucidated in this document. Conceptual implementations of the optical and digital stages of the signal processing is described in some detail. Following an introduction in which some general background knowledge about LiDAR is set forth, the body of the thesis is organized into two main sections. The first section focuses on optical processing to demodulate the received signal backscattered from the target object. This section describes the key steps in demodulation and illustrates them with computer simulation. A series of graphs capture the mathematical form of the signal as it progresses through the optical processing stages, ultimately yielding the baseband envelope which is converted to digital form for estimation of the leading edge of the pulse waveform using a digital algorithm. The next section is on range estimation. It describes the digital algorithm designed to estimate the arrival time of the leading edge of the optical pulse signal. This enables the pulse’s time of flight to be estimated, thus determining the distance between the LiDAR and the target. Performance of this algorithm is assessed with four different levels of noise. A calculation of the error in the leading-edge detection in terms of distance is also included to provide more insight into the algorithm’s accuracy.
This paper serves to report the research performed towards detecting PD and the effects of medication through the use of machine learning and finger tapping data collected through mobile devices. The primary objective for this research is to prototype a PD classification model and a medication classification model that predict the following: the individual’s disease status and the medication intake time relative to performing the finger-tapping activity, respectively.
This paper serves to report the research performed towards detecting PD and the effects of medication through the use of machine learning and finger tapping data collected through mobile devices. The primary objective for this research is to prototype a PD classification model and a medication classification model that predict the following: the individual’s disease status and the medication intake time relative to performing the finger-tapping activity, respectively.